They are nerfing the game, screwing casters, screwing 2 weapon fighters, boosting monk ability but nerfing their strikes and damage, slowing down speed bonuses,
Eladrin -Developer wrote:I wonât hide that these proposed changes do reduce the effectiveness of off-hand attacks, which reduces the two weapon fighting styleâs extreme dominance over two handed fighting.
Yahhhhh So all the time and money game and real I've spent on Durrzo is about to take a biiiiiiiig-O-dump
In other words
Helping DPS lag by reducing the amount of DPS?
That sucks.
First swing:
physical contact check, to hit roll: 15, 1d10 damage roll: 6, 1d6 pure good roll: 3, 1d6 acid roll: 5, and so on
The outcomes of the above rolls are applied to your next two, three, four, etc. weapon swings producing the same to hit and damage output
New rolls are performed after the last duplication for the next sequence of to hit and damage results.
It has a lot to do with "TO HIT" and Damage and Speed of attacks.
I have 9 attacks - presently the game rolls for TO HIT, Critical (yes/no), Base damage, Critical Damage, Critical multiplier if applicable, Acid burst damage, Acid Blast damage, Holy Damage. Then it adds strength and fighter modifiers if I've cast boosting spells and then my Favorite Soul action boost damage.
It does this nine times per combat round. Right hand - Left hand - Right hand. Right hand - Left hand - Right hand. Right hand - Left hand - Right hand. End of round. So I have 9 to hit rolls and 10 damage rolls each for 90 total rolls in a round.
multiply that by 12 people in a raid and then multiply that by the number of people on a server and Turbine says there's your melee lag. Were making too many calculations for too many things for too many people all at once.
So now the are going to nerf it to one roll to hit. If you miss - they all miss. If you are a two weapon fighter you will make two rolls one for the main hand at 100% chance to hit and then your off hand will have a -55% modifier to hit.
They are making one roll for the damage types - if you hit they consider all subsequent attempts all will do the same - so If I critical hit on the only swing I roll - with this new system ALL my hits will be Critical and the one and only roll for damage will be the same throughout. If I don't crit but do hit - it makes the calculation string and applies it to every right hand swing I would have had in the round.
No more chance to hit - miss - crit - hit - crit - miss - miss - hit - hit. Its Yes or No - roll damage hit - roll damage x9 or miss - no more rolls until next round
Same applies to my off hand but at a -55% chance modifier of my TO HIT ability.
It's being labeled the WOW update. Making DDO more WOW friendly.
There is also something to do with the dice that I have yet to look in to. but the 1d20 system is gone - and the D in 1d6 - 1d20 is being replaced by "-" 1-6. 1-8+4 is now a straight 5-12 I know people are pissed that there getting away from D&D roots of dice in favor of generic numbering nomenclature to make it easier for non D&D players to understand the number system in game.
Eladrin Developer wrote:Currently a single two weapon fighting attack makes a physics detection check with your main hand, followed by a second detection check for your off hand (roughly 0.15 seconds after the first one). Instead of making multiple physics checks, all two weapon fighting attacks (weapons or unarmed) would now make a single check for your main hand attack, and would âpiggybackâ on that detection check and have a chance to proc (trigger) an off-hand attack based on the number of two weapon fighting feats (or related enhancements) you possess. Off-hand attacks would have a chance to proc on any main hand attack now, instead of being predetermined on certain attacks. Having more TWF feats increases the % chance of proccing an off-hand attack.
We would now assume that if your opponent was within range for your first attack, it will still be in range 0.15 seconds later. We also go about determining whether or not a particular swing gets an off-hand attack in a much cleaner manner than before.
Weâre also considering introducing a new mechanic to replace some speed bonus effects.
.......
I wonât hide that these proposed changes do reduce the effectiveness of off-hand attacks, which reduces the two weapon fighting styleâs extreme dominance over two handed fighting. Itâs likely that weâll change Glancing Blows to operate in a similar manner in the future as well (chance to proc based on feats/enhancements rather than guaranteed on swing X), but right now I have to stay pretty focused on TWF and monk unarmed combat.
It seems as though it becomes critical (no pun intended) that you hit with the first swing then and that this is going to produce some very dramatic outcomes. If you miss you get a whole bunch of whiffs, but if you hit and critical, you are going to be doing some serious damage. This might make keen weapons and improved critical feats much more important.
It seems like they could find a way to simplify the math without radically changing the nature of two weapon or two handed fighting.
I really don't know what to make of this other than it seems bad for those of us that rely on lots of attacks with both hands.
With a June 28th release that gives me about 5 days to figure out if it is going to work for me or not before my month subscription is up. I think I am going to stop it at this point, but we'll see.
Guild renown - Guilds will now be ranked - not by power - ability - etc..... it appears renown tokens are to drop in those purple bags after kills. When a guild member picks up a renown token it's applied to the rating.
Reading through the release notes, this caught my attention;
Release Notes wrote:Stunning weapons of all pluses now have a 3% chance to trigger, and have DC's that vary based on the Stunning plus of the weapon. (Fort DC 25/27/29/31/33)
I'm confused as to what this means for my 5% handwraps. I saw one post that said that it means that you have a 5% chance to stun 3% of the time. That would make them essentially useless and I can't imagine that is the actual outcome.
Some of the feat and class improvements for Monks look pretty good though. You can gain levels on Void Strike that eventually allow you to vorpal w/o vorpal weapons. Also a feat that would allow monks to use longswords and remained balanced.
The way I understand that is it's now 3% of the time no matter what your original % was to trigger the stun - The % you have on them is now the number used for the targets Fortitude diffucilty check to resist the stun. Fort DC 25/27/29/31/33 So Stun 1% = DF Fort 25 Stun 5% = DC Fot 33
The higher the number the less chance they have to resist.
Well it's here June 28..... Update 5 The NERF wars.....the servers are down - the update is being loaded as we sit here...... Decision time in the next few days - keep V.I.P. or go Free 2 Play and see how it works out.
While in typical Turbine fashion the go live is getting pushed back and pushed back..... a few things that I missed on the release notes that are much cool.
Among other things you can add to airships - you can now get Alters of crafting on your guild airship (though the guild needs to be "X" large to get them) That means no longer having to run a raid to get to the crafting alter... cool
Guild chests - yup shard bank account chests on an airship - they last 30 days but can be purchased and refreshed in the DDO store..... Nice feature for us to drop stuff off for a week and let people see if they want or can use an item before it goes to auction.
SARGE!! You got it - The new feat * Whirling Steel Strike
* Prerequisites: Weapon Focus: Slashing; Proficiency in Longswords, Monk Level 1 * Benefit: You treat longswords as if they were monk weapons, remaining centered when you wield them.
Also Monk
# Monk Ninja Spy I
* Prereqs: Level 6 Monk, Path of Inevitable Dominion, Dodge, Monk Jump II, Monk Tumble II, and any one of Static Charge, Porous Soul, All-Consuming Flame, or Winter's Touch. * Cost: 4 AP * Benefit: You are trained as a stealthy killer. You are considered proficient in short swords and treat them as ki weapons. You gain +2 Balance, Hide, Move Silently and gain +1d6 Sneak Attack as if you were a rogue. While sneaking, you move 10% faster and your passive ki generation when centered is increased by 1. You can expend ki to enter shadow form, becoming invisible and partially insubstantial. * Ninja Spy: Shadow Fade o Cost: 15 Ki o Benefit: You focus your ki and draw shadows around you like a cloak, becoming invisible and insubstantial. This ability counts as a Dark move.
# Monk Ninja Spy II
* Prereqs: Level 12 Monk, Monk Ninja Spy I, any one of Way of the Tenacious Badger II, Way of the Elegant Crane II, Way of the Faithful Hound II, Way of the Patient Tortoise II, or Way of the Clever Monkey II. * Cost: 2 AP * Benefit: Your skill with the blade improves. You gain Improved Critical: Shortsword, an additional +2 Balance, Hide, and Move Silently, and an additional +2d6 Sneak Attack (for a total of +3d6). You move an additional 10% faster while sneaking. You can expend ki to enter the Dance of the Water Strider, running on liquids so long as you continue to move and maintain your concentration. * Ninja Spy: Dance of the Water Strider o Cost: 20 Ki o Benefit: You focus your ki and can run across liquids as if they were solid - so long as you maintain your concentration and perform no other actions, and do not stop running forward. Hazardous liquids (such as lava) will inflict their effects on you as if you were wading in them. This ability counts as a Dark move.
# Shintao Monk I
* Prereqs: Level 6 Monk, Path of Harmonious Balance, Stunning Fist, Monk Concentration II, Monk Improved Recovery I, and any one of Cleave, Combat Expertise, Diehard, Discipline, Luck of Heroes, Precision, Resilience, or Self Sufficient. * Cost: 4 AP * Benefit: You guide others on the path of enlightenment, leading by example. You gain the ability to expend ki to smite evil creatures, and can create a Protection from Evil effect, warding allies from domination and improving defenses against evil opponents. Your unarmed attacks now bypass Byeshk damage reduction. * Shintao Monk: Protection from Evil o Cost: 5 Ki o Benefit: At your touch, a magical barrier is created that wards a target from attacks by evil creatures, granting a +2 deflection bonus to AC and a +2 resistance bonus to saves against attacks from evil creatures. The target is also warded from magical mental control and compulsions. This ability counts as a Light move. * Shintao Monk: Smite Evil o Cost: 15 Ki o Benefit: You have the ability to expend ki to deal devastating blows in melee against evil creatures. You gain twice your Wisdom modifier to your attack roll and a damage bonus based on your monk level. This ability counts as a Light move.
# Shintao Monk II
* Prereqs: Level 12 Monk, Shintao Monk I, and any of Rise of the Phoenix or Monk Improved Recovery III. * Cost: 2 AP * Benefit: Invaders from other realities have learned to fear your prowess. You gain the ability to expend ki to dismiss outsiders, and your unarmed attacks now bypass Cold Iron damage reduction. * Shintao Monk: Dismissing Strike o Cost: 25 Ki o Benefit: You perform a melee attack that attempts to force an extra planar enemy back to its proper plane. A successful Will save negates this effect. (DC = 10 + Wisdom Modifier + your monk level). This ability counts as a Light
OTHER CHANGES
House Phiarlan has drained the swamp in its enclave enough so that it no longer slows down movement. Finally!
Bubba - know how our AC raises when Atomm's Paladin is near us? Clerics now have an Enhancement (FS do not get) Called Radian Servant I and II You need: Improved TurnUndead Level I (1 Enhancement point) Cleric Heal I and II (1 and 2 Enhancement points) Radiant Servant I and II (1 Enhancement (for Rad Serv II you also need Prayer of Incredible Life I 1 Enhancement point)
But what that does is like Atomm you get these swirlys around you that heal for 30 - 60 HP every 2 seconds in a 50 ft radius - EVERYWHERE - in maps, in city, in wilderness.... it's always healing and any undead near you take that amount of damage every 2 seconds. very cool
Welllllll so far all of my auctions I posted BEFORE Update 5 that have ended and no one purchased are blank in the mail - you know when your auction is ended and they return it to you you get the mail symbol got the the mail box and the item is returned to you..... I have the mail message but when I open the mail it says your auction has ended there was no sale here is the item returned to you.....
But nothing is attached to the mail message.
So far I have entered 15 support tickets - some items are HUGE like that globe of Imperial Blood they sell for 20,000,000 gold other things I'm ticketing just to give them something to do like lvl 5 spell inscription material.....
Noe the less......
Other people can see items at the Auction house but not read the descriptions - like they can see the boots of speed but not the description of 5%. 10%. 25%. 30% all they see is the auction post.
Other people are complaining that they can not see ANYTHING when they go to the Auctioneer.
The Shintao Monk looks like a cool way to go and the whirling steel strike looks looks great. Is there a way to reset enhancements without a reincarnation? or just the feat swap?
I think I have most of the pre-reqs for Shintao I and II except improved recovery 3.
I also get a new finishing strike (assuming that I have void strike):
The following finishing moves become available at Monk level 10:
* Moment of Clarity o Void:Light:Void Finisher o Activate this finisher to clear away all distractions from your allies, granting a +5 Insight bonus to hit and skill checks for a very short period of time.
Enhancements are reset with your trainer - costs $$ and you can reset them every three days. Feats exchanges are purchased with $$ and Sibery Dragonshards through Fred - House J.
You know I've logged on yesterday and today several times and just stood around - switched toons stood some more - look at my quest log and stand some more then log off.
An hour or two go by - I log on - look at my toon standing there change toons to make sure there still standing just where I paced them and log off again.......
Where is this new quest area suppose to be? Anyone know? I'd like to go stand over there for a while.
Not sure where the new area is. The Carnival is in Phiarlan but there is another Level 17-20 area that I'm not sure where it is. Not at 17 yet anyhow, so it doesn't matter much 😀
I also noticed that they are showing the value of items in Plat now instead of gold.
Guild Renown is the method that a Guild uses to gain Guild Levels, as a Guild goes up in levels they unlock various Guild rewards.
The most basic way to gain renown is to kill NPC's, once an NPC has been killed whether by you or another party member (you must be inside the quest instance) you will have a percentage chance of gaining renown from that kill.
Guild Trophies (Renown tokens) can also be found in chests and reward lists sometimes.
See this link for what you get at each level of renown. NOTE as your renown goes higher the more the guild has to be playing and active - if you slow down then the renown starts to decrease.....
So far I have gotten us 15 Renown in 3 - 5 Renown drops while doing slayers. 385 Renown to go before we get level 2.... *sigh* grind grind grind....
Feels more cartoonish than anything - we have a (1) beside Gamers Radio Battalion I've already seen guilds (6) and (10) out there already and the update happened yesterday....
Servers up - ran Irestone inlet about 5 times on elite Guild is now level 2 with 465 Renown. Picked some 50, 150 coins in chests and a 200 Renown for an end reward.
1350 is next level - may not make it today - but tomorrow's another story.
Posting items to the Auction House is currently unavailable. Additionally, we advise any users who have auctions with no bids to cancel their auctions to have items returned to them.
Players affected by the expired auction bug do not need to submit a ticket to have their issue resolved, and should await further instructions for an upcoming fix.
A lot of people have been screwed by this oopsie' from U5 and Hot fix......
Added 200 to our Renown last night on a handful of Icy runs. Finally figured out which wraps to use against the giant skeletons which really helps (shocking burst of undead bane).
Haven't noticed any big changes in my damage output from the update so far. I need to get out in the dessert and do a run through and see how it compares.
They miffed up your gold too - if you look at your inventory page you see your full amount of Platinum 1.797,934 you look at your gold and it only shows the first position of the thousands place - I see 2, Even if I have 972,274 gold along with my plat the game only recognizes 2,000 gold right now.
ALSO -
Some of the decent equipment in the game have added a Guild Augment Slot. Tiny, Small, Medium and Large augment slots, and the mail box area in House K has Augment shard vendors. These shards sell for 90+ plat and have a life span of 6 hours and then dissipate forcing you to keep buying shards to use the weapon... there are things like adding +2 to hit or +2 to damage or +3 keen or adding vertigo....
Dduck picked up a very good Acid Blast bow for level 12 player he can't use as the Guild Augment slot is for a Level 20 Guild.... FUCKERS!!!!!!!!!!!!
So when the AH comes back online PAY ATTENTION to what you buy as there is now Race Restrictions, Level Restrictions, Alignment Restrictions and Guild Level Restrictions on items.
That's EXACTLY what's happening right now. The large guilds can farm renown and be selective about membership and the larger the guild rank the more people will want in as they can buy better augments and stuff - not to mention the things you can buy and put on an air s hip for the guild.
Korthos Army is already at (15) as their guild is HUGE.
Bubba - something you and I need to remember with this update - if you have a lingering spell like Blade Barrier you need to stay with in the area of effect for it to keep working - you know how we kite them to a point drop BB and run on.... well now if you run on out of its effective area it will dissipate before the spell timer runs out.
The spells stop instantly now too when you die, so BB up - you die BB dies w/ you.
Same for comet fall and destruction, know how you throw destruction on the Gnolls on the ridge in the sands - well if your not close to them then comet fall or destruct wont cast as there too far away now.
- Also when a sorc/wiz casts Dimension Door - when they walk through it - it closes behind them - so if ones cast make sure your in before the wiggler.....
I'm canceling my subscription tonight. I'll be V.I.P. until the 7th Like I poseted earlier - I'm not seeing enough fun now to keep paying for something I've already payed enough in to that I would have already purchased all the add on packs.... so it's stupid to keep paying for this game when I only really run 4 or 5 areas.
I'll buy packs as needed to keep up with you all where ever you go, but all I really am interested in is farming for crafting items and playing the higher level areas now.
I've stopped farming the coins already - when they drop they drop - and if a good one shows up in the end reward I'll grab it - but to farm for renown like we farm for ingredients - nope not having none of that.
At this point I think I'm going to stay VIP for one more month. For me, the cost of going to premium would be about 3 months subscription to keep my monk and buy the adventure packs that I would like to continue to use. There is just too much that I haven't done, including most of the raids....
Besides, my wife is used to seeing the $15 charge each month. If I stop, I have to go through the whole justification business again 😀
I have plenty of DDO points to purchase content areas. I completed the Gianthold Raid today - Reaver's bane.... it was a total letdown. The pre-raid TOR was much better then the raid it self.
Shroud is my #1 then ADQ1 and 2 While I've been out to Amarath with Durrzo and done a few quests - I need to do more out there like you all need more Meridia. And the Inspiration quarter - Iv'e been through everything once put there and need to go again to actually play it not run it like last time.
Hey! - Guess what? No? Servers are going down again - right now - got a 15 min warning that there going off at 15:00EST and will be off ~3:00 hours for another hot fix to the hot fix for the update.
I can do some of the strikes when holding a weapon. All of the elemental strikes and the healing strike for sure as I've done them with a quarterstaff in hand. Not sure about the smite evil and Void strike though.
I haven't done that as it requires either a Feat or APs - can't remember which. Both are in short supply at the moment. Someone also pointed out on the DDO forums that monks can use short-swords as well and the only thing really gained by using the long swords is an improved critical range and that it wasn't worth using the feat. I'll give it a try at some point soon, but with results like I was getting last night with my +10 Seeker wraps, I'm not sure I want to try anything different.
Speaking of which I have a pair of +10 something of something or other wraps waiting for y ou in my bank - did not mail as the mail system is FUBAR right now. Also have a pair of Sun Blades for you if you'd like to try them. They are short swords, and hard to come by so when I get pairs of things like that I bank them for future use/tunes.
Festival coins are back. They purchased the cookies right? If I recall the Jesters took the coins and the closest was top of Harbor inn and the dude in House J way up top on the rocks.....
Wilderness area maps reset instantaneously on exit of the area now. Run a map step in to a cit and turn right back around and go back in to wilderness.... maps all black again.
I picked up a shortsword in a chest reward and equiped it. I immediately became uncentered so I think I must need either a feat or an enhancement to use them 🙁 I might be able to do a feat swap to get it, but from everything I'm reading, I'm better off sticking with wraps and the quarterstaff.
So feel free to get rid of the sun blades Duck. I don't think I'm going to go that route.
Go to Korthos island, if you HAVE done the 4 or 5 level 1 or 2 quests there inside the town go straight to the Wave Crest Tavern - if not do them first - then to tavern.
Just inside to at the left hand side of bar talk to Merla Buerdetter get a DDO store quest - go back out to the dock that you arrive at Korthos on and talk to Bertram Sharpwood - he says for a "Vintage bottle of Old Skully's Grog" he'll give you something good.
Go to DDO store get a bottle (5 Turbine points) and give it to him, in return he gives you a Siberies Spirit Cake (Normally 150 TP) and what it does is if you die and do not want to res out you eat the cake and come back 100% health 100% spell points.
You can only do this once and (I checked) it binds to character (I was going to create toons and farm cakes kill them create new toons and farm more....)
Anyway good deal for 10 min time for a portable resurrection @ 5 points.
Guild renown in admitted to be bugged - guilds that have less than 26 accounts are NOT getting the correct drop rate or amounts of renown Turbine wants you to have.
Update 6 is suppose to fix this for us smaller guilds.
Slugnutty is an account of GRB Guild which consists of Dduck, Durrzo, Bbender, JunFann, Jcee so the amount of toons you have does not count, the user log on is the counted nose.
The currency display in the inventory panel allows players to correctly see their gold, silver, and copper totals again.
A small guild renown bonus will now be awarded to guilds of 25 or fewer members.
Renown will now drop more often from monster kills.
tems with Empty Guild Augment Slots no longer have high minimum guild level requirements to equip. All such items are now set to have a minimum guild level of one. (Yes, you can create your own one-man guild if you like.) This change is retroactive to all such items.
Human and Tiefling knife throwers have been taking lessons, and their knife throwing ability has been improved. The carnival Tiefling knife throwers took the advanced class, and have started to use poison on their throwing knives.
Carnival fire breathers are now more mobile while breathing fire.
The Radiant Servant's Positive Energy Burst and Positive Energy Aura granted abilities have been swapped. (Positive Energy Burst is now granted at tier one, and the aura is granted at tier two).
Radiant Servant Positive Energy Aura no longer stops working or changes its values when you attack or perform other actions. It is no longer affected by the Extend Spell metamagic.
Positive Energy Aura now affects a number of targets equal to Caster Level.
Positive Energy Aura no longer eats spell absorption charges.
A wagon in House Kundarak thought it was a Gelatinous cube and engulfed another wagon. The wagon has been disciplined, and its victim was put out of its misery. 🤣
You know a weird thing happened to me. Two nights ago I used 1 point to add the enhancement "Extra Turn Undead I". My Radiant Servant is based upon this, so being able to throw it twice instead of once is good. When I bought the enhancement, it bumped my turn undeads from 1 to 4 for the rest of the night. Then last night it was back down to 2 turn undeads... DOH!
Remember it's not the over all number of toons a guild has - it's the number of real people that have accounts in the guild.
As long as the number of real people guild members is UNDER 26 we're getting the small guild bonus..... man if I had that yesterday while I leveled and got that 2500+ GR.....
Note these came from my.ddo for our guild some of these may be characters we erased. According to my.ddo we have 32 in our guild including all char ever. We have 20 in the guild currently.
Bubbaspanky wrote:I actually kinda got to like the reset to black. In many instances I knew the map, so I could see the path I had taken this time.
The guild stuff is cool, are we under 25 when we include all your toons Duck?
The way it works is if you've uncovered areas - leave (5 min or more) and come back uncovered areas are medium gray and as you recover ground they turn from gray to highlighted - so now you can see where you've been prior and in the new instance..
also suppose to reset to black I think after your 3rd or 5th re-entrance to an area.